Tabletop Games Market - Global Outlook & Forecast 2023-2028

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THE GLOBAL TABLETOP GAMES MARKET SIZE IS PROJECTED TO REACH USD 48.69 BILLION BY 2028 FROM USD 24.91 BILLION IN 2022, GROWING AT A CAGR OF 11.82% DURING THE FORECAST PERIOD.

The Tabletop Games Market Size, Share, & Trends Analysis Report By

  • Type: Board Games (Puzzles Games, Tabletop Board Games, Collectible Card Games, Card & Dice Games, Miniature Games, and RPG Board Games), Dexterity Games, Tile-Based Games, and Paper & Pencil Games
  • Theme: Educational Tabletop Games, Strategy & War Tabletop Games, Fantasy Tabletop Games, Sports Tabletop Games, Historical Tabletop Games, and Other Tabletop Games
  • Distribution Channel: Offline (Specialty Stores, Mass Market Players, and Other Retailers) and Online
  • User Group: Adults, Kids, and Family & Party
  • Geography: North America, Europe, APAC, Latin America, and Middle East & Africa

Industry Analysis Report, Regional Outlook, Growth Potential, Price Trends, Competitive Market Share & Forecast 2023–2028

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TABLETOP GAMES MARKET REPORT SCOPE

REPORT ATTRIBUTEDETAILS
Market Size (2028)USD 48.69 Billion
Market Size (2022)USD 24.91 Billion
CAGR (2022-2028)11.82%
Base Year2022
Forecast Year2023-2028
SEGMENTS BYType, Theme, Distribution Channel, User Group, and Geography
GEOGRAPHIC ANALYSISNorth America, Europe, APAC, Latin America, and Middle East & Africa
KEY PLAYERSAsmodee Group, Hasbro, Mattel, and Ravensburger
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MARKET INSIGHTS

The global tabletop games market size was valued at USD 24.91 billion in 2022 and is expected to reach USD 48.69 billion by 2028, growing at a CAGR of 11.82%. North America is the largest contributor in the global tabletop games market, generating revenue of around USD 7.17 billion in 2022, and is expected to grow at a CAGR of 10.87%. Latin America is expected to grow fastest during the forecast period, with a CAGR of 14.20%. Strategy & war-based games are the biggest supporters globally in the tabletop games market. They generated  a significant revenue which is the highest among all the other themes in the market, and are anticipated to grow at the fastest rate in the forecast period. 

MARKET TRENDS & OPPORTUNITIES

Capitalizing on Tabletop Gaming Conventions
Tabletop gaming conventions are one of the most popular market trends among companies. These conventions are gatherings where people compete and play several games in a large and small conventions and are the spaces where designers, publishers, and players interact. Some large gaming conventions include UK GAMES EXPO, PAX Unplugged, Gen Con, Essen Spiel, and many more. These conventions provide huge opportunities to the tabletop games market vendors, and several conventions, exhibitions, events, and fairs are held annually. These events are an important opportunity for both large and small-sized vendors in the industry to highlight their product offerings and solutions to customers.

Shifting Focus Towards Leisure Activities
Tabletop games are best for leisure as they provide entertainment and release stress. Demand for tabletop games is increasing rapidly in offices, cafes, restaurants, and resorts. During working hours, people require something to relax and chill. Moreover, tabletop games are the best to play during free time, relaxing and chilling with friends. Even in cafes, the popularity of tabletop games is increasing significantly, thus driving the demand for the tabletop games market. 

People need leisure activities when their routine life becomes boring due to work pressure and heavy responsibilities. The ability to regenerate, purify, relax, and heal during leisure has become necessary. Focus on leisure activities is shifting due to hectic life, thus creating an opportunity for the tabletop games market. There are tabletop games that are played on the table, like cards and board games. Chess, Tic-Tac-Toe, Checkers, and Backgammon are common tabletop games.

INDUSTRY RESTRAINTS

Lack of Product Awareness
A lack of product awareness can significantly challenge the tabletop games market, as it can limit consumer interest and purchasing decisions. When consumers are unaware of the products available, they may be less likely to purchase or consider purchasing tabletop games. This can be particularly true for niche and specialty games, which may not have the same level of exposure or visibility as more popular games. Without adequate marketing and promotion, these games may not reach their target audience and struggle to gain market traction. New entrants face challenges in spreading awareness about their products and reasons to buy them specifically. There are too many options available for entertainment and fun. However, companies with a good reputation in the tabletop game market don’t have difficulty making consumers aware of their products.

SEGMENTATION ANALYSIS

INSIGHTS BY TYPE
The board games type segment dominated the global tabletop games market, generating a revenue of over USD 18 billion in 2022, and is expected to dominate the industry during the forecast period, witnessing a CAGR of over 13%. Some of the popular board games are Pandemic, Scythe, Sagrada, Azul, Gloomhaven, Near and Far, Settlers of Catan, and Warhammer Underworlds: Shadespire, among others. The majority of tabletop games are strategy-oriented ones. For example, Settlers of Catan is a multiplayer board game where players assume the role of settlers. Each player must build and develop holdings while trading and acquiring resources, and players are awarded points as their resources or settlements grow. The first to collect the maximum points (10) wins the game. Geographically, the popularity of tabletop board games is high in Europe and APAC, and these regions will continue to dominate the industry during the forecast period.

INSIGHTS BY THEME
In 2022, the educational games segment dominated the global tabletop games market with a 41.25% share owing to the higher penetration of puzzles among end-users. These games are mainly designed for preschoolers and grade schoolers and help players to develop critical and logical thinking. Several educational tabletop games help children easily understand maths, geography, and other subjects. Educational tabletop games remain relevant even in the modern era, and parents constantly look for sources to keep their children engaged. Therefore, vendors are increasingly focusing on developing tabletop games with a learning quotient. The educational tabletop games segment is expected to witness significant demand in the years ahead, owing to the ability of such games to develop basic preschool skills. Color matching, identifying letters, alphabets, numbers, counting, identifying shapes and patterns, developing fine motor skills, and strategic thinking skills, among others, are some of the key offerings of such games.

INSIGHTS BY DISTRIBUTION CHANNEL
The offline distribution channel accounted for the highest global tabletop games market revenue and was valued at USD 13.31 billion in 2022 and is majorly distributed through B2B brick-and-mortar stores such as supermarkets, hypermarkets, and specialty stores. Retailers act as the face of the company and are the point of purchase for customers. Retailers are equally important for vendors owing to their direct interaction with end-user customers. A lot of key emerging markets prefer product distribution through retailers than distributors. It becomes important for vendors to maintain a healthy relationship with retailers to grow ahead of their competitors.

However, due to the rising internet penetration worldwide, the offline segment will face strong competition from the online segment in the future. Tabletop games are available to end-users through online OEMs’ e-commerce portals and direct-to-consumer stores such as Amazon, eBay, Best Buy, Alibaba, and JD. Online sales constitute over 45% of the distribution model, and retail sales constitute the rest. Instant price comparison and a wide range of varieties are the reasons behind the spurt in online sales.

INSIGHTS BY USER GROUP
The global tabletop games market by user group is dominated by the adult group segment, with a revenue of around USD 11.07 billion in 2022. Vendors are focusing on manufacturing tabletop games which are strategic and tactical. Adults are likely towards murder mystery and adventure tabletop games. Tabletop games reduce stress, and adults prefer tabletop games during office breaks. Kids' tabletop games hold the second highest market share, around 33%. The kid's tabletop games market is witnessed to grow at the highest CAGR as people are shifting towards educating their kids through the help of tabletop games. As parents are moving towards tabletop games for their kids, demand is expected to fuel from those regions where the kid's population is high.

GEOGRAPHICAL ANALYSIS

North America dominated the global tabletop games industry, accounting for a 28.81% share in 2022. The trend of tabletop game cafes is increasing rapidly across the North American region, creating a potential market for tabletop games. Tabletop game cafes have been gaining immense popularity in the US. Some famous tabletop game cafes in New York are Fat Cat, The Uncommons, e’s Bar, Chess Forum, Molly’s Cupcakes, The Compleat Strategist, and Clinton Hall, among others. Millennials are looking forward to recreational activities due to increased screen time, thus creating the demand for tabletop game cafes in the region.

APAC’s tabletop games market was valued at USD 7.05 billion in 2022. The increasing middle-class population is one of the driving factors behind the region's market growth. Due to its swelling population, the region is an important market for consumable goods. Major economies such as China and India are vital for the growth of the tabletop games market. During the forecast period, the industry will operate on fresh demand. China is likely to continue being the world's biggest retail market in terms of scale and impact. The majority of the prominent vendors rely on the Chinese market for manufacturing. For instance, more than 50% of Hasbro’s manufacturing units are in China. Reopening China’s markets helped vendors to create a balance between inventory, production, and supply.

Europe, led by the UK, Germany, and France, accounted for 23.65% of the global tabletop games market share in 2022. Europeans are quite fond of tabletop games. Interestingly, several European game publishers have developed award-winning tabletop games such as Monopoly, Settlers of Catan, and Pandemic. The tabletop games in Europe differ from those in North America. These games are purely focused on strategy instead of luck or chance factor. These games tend to focus on building and managing resources to keep all the players engaged until the end of the game. Some classic Euro-style tabletop games are Puerto Rico, Magic: The Gathering, Pandemic, Settlers of Catan, and Carcassonne.

COMPETITIVE LANDSCAPE

Competition in the tabletop games market is highly intensified due to the influx of several local players. The industry for tabletop games is slowly shifting from being concentrated, with Hasbro and Mattel enjoying a larger chunk of the overall share, to a fragmented one, with several independent vendors barging in. The other bigger players were also able to sustain their industry share. New vendors entered the market trying to capitalize on people spending more time with their families. With significant investments in new product segments, the major focus is developing a strong connection with all age groups. Smaller vendors such as Asmadi Games, Bezier Games, Buffalo Games, INI, Kamings Trade, and Ludo Fact, among others, now have a significant market presence.

The key markets for vendors are North America, APAC, and Europe. However, in the coming years, the markets in Latin America and MEA are also expected to witness considerable growth. Also, since the creation of tabletop games does not require molding or tooling, the overall production costs remain low, making the entry barriers low. The low entry barrier is a key factor driving the growth of several independent vendors, thereby impacting the overall dynamics of the industry. This further intensifies competition in terms of pricing. Smaller vendors tend to reduce prices, thus forcing established vendors to slash their retail prices or suffer losses.

Frequently Asked Questions

How big is the global tabletop games market?

The global tabletop games market was valued at USD 24.91 billion in 2022 and is expected to reach USD 48.69 billion by 2028.

What is the growth rate of the tabletop games market?

The tabletop games market share is expected to grow at a CAGR of 11.82% from 2022 to 2028.

What are the key driving factors in the tabletop games market?

The adoption of a digital-first approach, the introduction of new designs, new product innovation and development, capitalizing on tabletop gaming conventions, and shifting focus towards leisure activities are significant factors driving the tabletop games market.

Who are the key players in the global tabletop games market?

Asmodee Group, Hasbro, Mattel, and Ravensburger are the key players in the global tabletop games market.

Which region dominates the global tabletop games market?

North America held the largest global tabletop Games market share in 2022, accounting for 28.81%. Families with kids, millennials, and zoomers are the key drivers of the market in the region. Americans are sparing time for their families, and spending quality time with families drives the demand for tabletop games in this region.

The tabletop games market is expected to grow at a CAGR of 11.82% from 2022 to 2028.

The following factors are likely to contribute to the growth of the tabletop games market during the forecast period:

  • Rising Demand for Analog Experience
  • Increasing Number of Tabletop Game Cafes
  • Crowdfunding Platforms Boosting the Market
  • Incorporating Learning Quotient

Base Year: 2022

Forecast Year: 2023-2028

The report considers the present scenario of the tabletop games market and its market dynamics for 2023−2028. It covers a detailed overview of several market growth enablers, restraints, and trends. The study covers both the demand and supply sides of the market. It also profiles and analyzes leading companies and several other prominent companies operating in the market.

Key Company Profiles

  • Asmodee Group
    • Business Overview
    • Product Offerings
    • Key Strengths
    • Key Strategies
    • Key Opportunities
  • Hasbro
  • Mattel
  • Ravensburger

Other Prominent Vendors

  • Asmadi Games
    • Overview
  • Bezier Games
  • Boardgamedesign.com
  • Buffalo Games
  • Clementoni
  • CMON
  • Disney
  • Funko
  • Games Workshop
  • Gibsons Games
  • Goliath Games
  • Grey Fox Games
  • IELLO Games
  • Indie Boards and Cards
  • INI
  • Epoch Everlasting Play
  • Imago Group
  • Kamings Trade
  • Learning Resources
  • Lifestyle Boardgames
  • Loony Labs
  • Ludo Fact
  • Melissa & Doug
  • MindWare
  • North Star Games
  • Orchard Toys
  • Panda Game Manufacturing
  • Pegasus Spiele
  • Piatnik
  • Reaper Miniatures
  • Rio Grande Games
  • Schmidt Spiele
  • Spin Master
  • Spontaneous Games
  • Sunsout
  • Surprised Stare Games
  • Talicor
  • Trend Enterprises
  • Ultra Pro International
  • University Games
  • USAOPOLY
  • Winning Moves Games
  • WizKids
  • Zobmondo

Segmentation By Type

  • Board Games
    • Puzzles Games
    • Tabletop Board Games
    • Collectible Card Games
    • Card & Dice Games
    • Miniature Games
    • RPG Board Games
  • Dexterity Games
  • Tile-Based Games
  • Paper & Pencil Games

Segmentation by Theme

  • Educational Tabletop Games
  • Strategy & War Tabletop Games
  • Fantasy Tabletop Games
  • Sports Tabletop Games
  • Historical Tabletop Games
  • Other Tabletop Games

Segmentation by Distribution Channel

  • Offline
    • Specialty Stores
    • Mass Market Players
    • Other Retailers
  • Online

Segmentation by User Group

  • Adults
  • Kids
  • Family & Party

Segmentation by Geography

  • North America
    • US
    • Canada
  • APAC
    • China
    • India
    • Japan
    • Indonesia
    • South Korea
    • Australia
    • Malaysia
    • Singapore
    • Thailand
    • New Zealand
    • Vietnam
  • Europe
    • UK
    • France
    • Germany
    • Russia
    • Italy
    • Sweden
    • Norway
    • Spain
    • Denmark
    • Switzerland
    • Iceland
  • Latin America
    • Brazil
    • Mexico
    • Argentina
    • Colombia
    • Rest Of Latin America
  • Middle East & Africa
    • Saudi Arabia
    • South Africa
    • Uae
    • Egypt
    • Turkey

EXHIBIT 1 SEGMENTATION OF THE GLOBAL TABLETOP GAMES MARKET

EXHIBIT 2 MARKET SIZE CALCULATION APPROACH 2022

EXHIBIT 3 FACTORS DRIVING DEMAND FOR TABLETOP GAMES

EXHIBIT 4 VALUE CHAIN ANALYSIS OF TABLETOP GAMES

EXHIBIT 5 GLOBAL MEGA TRENDS IN THE TABLETOP GAMING MARKET

EXHIBIT 6 GLOBAL GAMES MARKET 2022

EXHIBIT 7 GLOBAL MARKET RISK FACTORS

EXHIBIT 8 LIFECYCLE OF TABLETOP GAME

EXHIBIT 9 DISTRIBUTION MODEL OF TABLETOP GAMES IN THE US

EXHIBIT 10 DISTRIBUTION MODEL OF TABLETOP GAMES IN EUROPE

EXHIBIT 11 IMPACT OF ADOPTION OF A DIGITAL-FIRST APPROACH

EXHIBIT 12 GLOBAL RETAIL E-COMMERCE SALES WORLDWIDE 2015–2024 ($ BILLION)

EXHIBIT 13 IMPACT OF INTRODUCTION OF NEW DESIGNS

EXHIBIT 14 ELEMENTS OF DESIGNING TABLETOP GAMES

EXHIBIT 15 IMPACT OF NEW PRODUCT INNOVATIONS AND DEVELOPMENT

EXHIBIT 16 IMPACT OF TABLETOP GAMING CONVENTIONS

EXHIBIT 17 ADVANTAGES OF TABLETOP GAMING CONVENTIONS

EXHIBIT 18 IMPACT OF SHIFTING FOCUS TOWARD LEISURE ACTIVITIES

EXHIBIT 19 FACTORS INFLUENCING THE DEMAND FOR TABLETOP GAMES

EXHIBIT 20 IMPACT OF RISING DEMAND FOR ANALOG EXPERIENCES

EXHIBIT 21 IMPACT OF INCREASING NUMBER OF TABLETOP GAME CAFES

EXHIBIT 22 IMPACT OF CROWDFUNDING PLATFORMS BOOSTING THE MARKET

EXHIBIT 23 IMPACT OF INCORPORATION OF THE LEARNING QUOTIENT

EXHIBIT 24 IMPACT OF TRADE & TARIFFS CAUSING MARKET TURBULENCE

EXHIBIT 25 IMPACT OF HIGH COMPETITION FROM ALTERNATIVE GAMING OPTIONS

EXHIBIT 26 COMPETITORS OF TABLETOP GAMES

EXHIBIT 27 IMPACT OF DISRUPTIONS IN THE SUPPLY CHAIN

EXHIBIT 28 IMPACT OF LACK OF PRODUCT AWARENESS

EXHIBIT 29 RURAL POPULATION (% OF TOTAL POPULATION), 2021

EXHIBIT 30 GLOBAL TABLETOP GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 31 KEY INFLUENCING FACTORS FOR THE TABLETOP GAMES MARKET

EXHIBIT 32 COMPETITIVE FACTORS CONSIDERED BY VENDORS

EXHIBIT 33 SOCIAL MEDIA INSIGHTS 2022: GLOBAL

EXHIBIT 34 FIVE FORCES ANALYSIS 2022

EXHIBIT 35 INCREMENTAL GROWTH BY TYPE 2022 & 2028

EXHIBIT 36 TABLETOP GAMES MARKET SHARE ANALYSIS, 2022

EXHIBIT 37 CAGR COMPARISON ANALYSIS 2022–2028

EXHIBIT 38 CATEGORIES OF PRODUCT SEGMENT

EXHIBIT 39 GLOBAL BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 40 GLOBAL PUZZLE GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 41 GLOBAL TABLETOP BOARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 42 GLOBAL COLLECTIBLE CARD GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 43 GLOBAL CARD & DICE GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 44 GLOBAL MINIATURE GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 45 GLOBAL RPG GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 46 GLOBAL DEXTERITY GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 47 GLOBAL TILE-BASED GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 48 GLOBAL PAPER & PENCIL GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 49 INCREMENTAL GROWTH BY THEME 2022 & 2028

EXHIBIT 50 CAGR COMPARISON OF TABLETOP GAMES BASED ON THEME 2022–2028 (%)

EXHIBIT 51 GLOBAL EDUCATIONAL TABLETOP GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 52 GLOBAL STRATEGY & WAR TABLETOP GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 53 POPULAR FANTASY TABLETOP GAMES

EXHIBIT 54 GLOBAL FANTASY TABLETOP GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 55 GLOBAL SPORTS TABLETOP GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 56 GLOBAL HISTORICAL TABLETOP GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 57 GLOBAL OTHER THEME TABLETOP GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 58 INCREMENTAL GROWTH BY DISTRIBUTION CHANNEL 2022 & 2028

EXHIBIT 59 DISTRIBUTION CHANNEL OF TABLETOP GAMES

EXHIBIT 60 REVENUES OF ONLINE & OFFLINE DISTRIBUTION CHANNEL, 2022 ($ MILLION)

EXHIBIT 61 OFFLINE DISTRIBUTION MODEL

EXHIBIT 62 GLOBAL TABLETOP GAMES OFFLINE DISTRIBUTION MARKET 2022–2028 ($ MILLION)

EXHIBIT 63 GLOBAL TABLETOP GAMES ONLINE DISTRIBUTION MARKET 2022–2028 ($ MILLION)

EXHIBIT 64 INCREMENTAL GROWTH BY USER GROUP 2022 & 2028

EXHIBIT 65 CAGR COMPARISON, 2022–2028

EXHIBIT 66 MILLENNIAL POPULATION AROUND THE WORLD (% 2021)

EXHIBIT 67 GLOBAL ADULT TABLETOP GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 68 GLOBAL KID TABLETOP GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 69 GLOBAL FAMILY & PARTY TABLETOP GAMES MARKET 2022–2028 ($ MILLION)

EXHIBIT 70 INCREMENTAL GROWTH BY GEOGRAPHY 2022 & 2028

EXHIBIT 71 REVENUE ANALYSIS BY REGIONS 2022 ($ MILLION)

EXHIBIT 72 CAGR COMPARISON BY REGIONS 2022–2028 (%)

EXHIBIT 73 TABLETOP GAMES MARKET IN NORTH AMERICA 2022–2028 ($ MILLION)

EXHIBIT 74 INCREMENTAL GROWTH IN NORTH AMERICA 2022 & 2028

EXHIBIT 75 TABLETOP GAMES MARKET IN THE US 2022–2028 ($ MILLION)

EXHIBIT 76 TABLETOP GAMES MARKET IN CANADA 2022–2028 ($ MILLION)

EXHIBIT 77 TABLETOP GAMES MARKET IN APAC 2022–2028 ($ MILLION)

EXHIBIT 78 INCREMENTAL GROWTH IN APAC 2022 & 2028

EXHIBIT 79 TABLETOP GAMES MARKET IN CHINA 2022–2028 ($ MILLION)

EXHIBIT 80 TABLETOP GAMES MARKET IN INDIA 2022–2028 ($ MILLION)

EXHIBIT 81 POPULAR TABLETOP GAME CAFES IN INDIA 2022

EXHIBIT 82 TABLETOP GAMES MARKET IN JAPAN 2022–2028 ($ MILLION)

EXHIBIT 83 TABLETOP GAMES MARKET IN INDONESIA 2022–2028 ($ MILLION)

EXHIBIT 84 TABLETOP GAMES MARKET IN SOUTH KOREA 2022–2028 ($ MILLION)

EXHIBIT 85 TABLETOP GAMES MARKET IN AUSTRALIA 2022–2028 ($ MILLION)

EXHIBIT 86 TABLETOP GAMES MARKET IN MALAYSIA 2022–2028 ($ MILLION)

EXHIBIT 87 TABLETOP GAMES MARKET IN SINGAPORE 2022–2028 ($ MILLION)

EXHIBIT 88 TABLETOP GAMES MARKET IN THAILAND 2022–2028 ($ MILLION)

EXHIBIT 89 TABLETOP GAMES MARKET IN NEW ZEALAND 2022–2028 ($ MILLION)

EXHIBIT 90 TABLETOP GAMES MARKET IN VIETNAM 2022–2028 ($ MILLION)

EXHIBIT 91 TABLETOP GAMES MARKET IN EUROPE 2022–2028 ($ MILLION)

EXHIBIT 92 INCREMENTAL GROWTH IN EUROPE 2022 & 2028

EXHIBIT 93 TABLETOP GAMES MARKET IN THE UK 2022–2028 ($ MILLION)

EXHIBIT 94 POPULAR TABLETOP GAME CAFES IN THE UK

EXHIBIT 95 TABLETOP GAMES MARKET IN FRANCE 2022–2028 ($ MILLION)

EXHIBIT 96 TABLETOP GAMES MARKET IN GERMANY 2022–2028 ($ MILLION)

EXHIBIT 97 TABLETOP GAMES MARKET IN RUSSIA 2022–2028 ($ MILLION)

EXHIBIT 98 TABLETOP GAMES MARKET IN ITALY 2022–2028 ($ MILLION)

EXHIBIT 99 TABLETOP GAMES MARKET IN SWEDEN 2022–2028 ($ MILLION)

EXHIBIT 100 TABLETOP GAMES MARKET IN NORWAY 2022–2028 ($ MILLION)

EXHIBIT 101 TABLETOP GAMES MARKET IN SPAIN 2022–2028 ($ MILLION)

EXHIBIT 102 TABLETOP GAMES MARKET IN DENMARK 2022–2028 ($ MILLION)

EXHIBIT 103 TABLETOP GAMES MARKET IN SWITZERLAND 2022–2028 ($ MILLION)

EXHIBIT 104 TABLETOP GAMES MARKET IN ICELAND 2022–2028 ($ MILLION)

EXHIBIT 105 TABLETOP GAMES MARKET IN LATIN AMERICA 2022–2028 ($ MILLION)

EXHIBIT 106 INCREMENTAL GROWTH IN LATIN AMERICA 2022 & 2028

EXHIBIT 107 TABLETOP GAMES MARKET IN BRAZIL 2022–2028 ($ MILLION)

EXHIBIT 108 TABLETOP GAMES MARKET IN MEXICO 2022–2028 ($ MILLION)

EXHIBIT 109 TABLETOP GAMES MARKET IN ARGENTINA 2022–2028 ($ MILLION)

EXHIBIT 110 TABLETOP GAMES MARKET IN COLOMBIA 2022–2028 ($ MILLION)

EXHIBIT 111 TABLETOP GAMES MARKET IN THE REST OF LATIN AMERICA 2022–2028 ($ MILLION)

EXHIBIT 112 TABLETOP GAMES MARKET IN THE MIDDLE EAST & AFRICA 2022–2028 ($ MILLION)

EXHIBIT 113 INCREMENTAL GROWTH IN THE MIDDLE EAST & AFRICA 2022 & 2028

EXHIBIT 114 TABLETOP GAMES MARKET IN SAUDI ARABIA 2022–2028 ($ MILLION)

EXHIBIT 115 TABLETOP GAMES MARKET IN SOUTH AFRICA 2022–2028 ($ MILLION)

EXHIBIT 116 TABLETOP GAMES MARKET IN THE UAE 2022–2028 ($ MILLION)

EXHIBIT 117 TABLETOP GAMES MARKET IN EGYPT 2022–2028 ($ MILLION)

EXHIBIT 118 TABLETOP GAMES MARKET IN TURKEY 2022–2028 ($ MILLION)

 

LIST OF TABLES

TABLE 1 KEY CAVEATS

TABLE 2 CURRENCY CONVERSION 2016−2022

TABLE 3 GLOBAL TABLETOP GAMES MARKET BY TYPE 2022–2028 ($ MILLION)

TABLE 4 GLOBAL TABLETOP GAMES MARKET BY BOARD GAMES 2022–2028 ($ MILLION)

TABLE 5 GLOBAL TABLETOP GAMES MARKET BY USER GROUP 2022−2028 ($ MILLION)

TABLE 6 GLOBAL TABLETOP GAMES MARKET BY THEME 2022−2028 ($ MILLION)

TABLE 7 GLOBAL TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2022−2028 ($ MILLION)

TABLE 8 GLOBAL BOARD GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 9 GLOBAL PUZZLE GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 10 GLOBAL TABLETOP BOARD GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 11 GLOBAL COLLECTIBLE CARD GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 12 GLOBAL CARD & DICE GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 13 GLOBAL MINIATURE GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 14 GLOBAL RPG GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 15 GLOBAL DEXTERITY GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 16 GLOBAL TILE-BASED GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 17 GLOBAL PAPER & PENCIL GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 18 GLOBAL EDUCATIONAL TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 19 GLOBAL STRATEGY & WAR TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 20 GLOBAL FANTASY TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 21 GLOBAL SPORTS TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 22 GLOBAL HISTORICAL TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 23 GLOBAL OTHER TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 24 GLOBAL TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION 2022−2028 ($ MILLION)

TABLE 25 GLOBAL ADULT TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 26 GLOBAL KID TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 27 GLOBAL FAMILY & PARTY TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 28 TABLETOP GAMES MARKET IN NORTH AMERICA BY TYPE 2022-2028 ($ MILLION)

TABLE 29 TABLETOP GAMES MARKET IN NORTH AMERICA BY BOARD GAMES 2022–2028 ($ MILLION)

TABLE 30 TABLETOP GAMES MARKET IN NORTH AMERICA BY THEME 2022−2028 ($ MILLION)

TABLE 31 TABLETOP GAMES MARKET IN NORTH AMERICA BY USER GROUP 2022−2028 ($ MILLION)

TABLE 32 TABLETOP GAMES MARKET IN APAC BY TYPE 2022−2028 ($ MILLION)

TABLE 33 TABLETOP GAMES MARKET IN APAC BY BOARD GAMES 2022–2028 ($ MILLION)

TABLE 34 TABLETOP GAMES MARKET IN APAC BY THEME 2022−2028 ($ MILLION)

TABLE 35 TABLETOP GAMES MARKET IN APAC BY USER GROUP 2022−2028 ($ MILLION)

TABLE 36 TABLETOP GAMES MARKET IN EUROPE BY TYPE 2022−2028 ($ MILLION)

TABLE 37 TABLETOP GAMES MARKET IN EUROPE BY BOARD GAMES 2022–2028 ($ MILLION)

TABLE 38 TABLETOP GAMES MARKET IN EUROPE BY THEME 2022−2028 ($ MILLION)

TABLE 39 TABLETOP GAMES MARKET IN EUROPE BY USER GROUP 2022−2028 ($ MILLION)

TABLE 40 TABLETOP GAMES MARKET IN LATIN AMERICA BY TYPE 2022−2028 ($ MILLION)

TABLE 41 TABLETOP GAMES MARKET IN LATIN AMERICA BY BOARD GAMES 2022–2028 ($ MILLION)

TABLE 42 TABLETOP GAMES MARKET IN LATIN AMERICA BY THEME 2022−2028 ($ MILLION)

TABLE 43 TABLETOP GAMES MARKET IN LATIN AMERICA BY USER GROUP 2022−2028 ($ MILLION)

TABLE 44 TABLETOP GAMES MARKET IN THE MIDDLE EAST & AFRICA BY TYPE 2022−2028 ($ MILLION)

TABLE 45 TABLETOP GAMES MARKET IN THE MIDDLE EAST & AFRICA BY BOARD GAMES 2022–2028 ($ MILLION)

TABLE 46 TABLETOP GAMES MARKET IN THE MIDDLE EAST & AFRICA BY THEME 2022−2028 ($ MILLION)

TABLE 47 TABLETOP GAMES MARKET IN THE MIDDLE EAST & AFRICA BY USER GROUP 2022−2028 ($ MILLION)

TABLE 48 ASMODEE: MAJOR PRODUCT OFFERINGS

TABLE 49 HASBRO: PRODUCT OFFERINGS

TABLE 50 MATTEL: PRODUCT OFFERINGS

TABLE 51 RAVENSBURGER: PRODUCT OFFERINGS

TABLE 52 GLOBAL TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)

TABLE 53 GLOBAL TABLETOP GAMES MARKET BY TYPE 2022–2028 ($ MILLION)

TABLE 54 GLOBAL TABLETOP GAMES MARKET BY USER GROUP 2022−2028 ($ MILLION)

TABLE 55 GLOBAL TABLETOP GAMES MARKET BY BOARD GAMES 2022–2028 ($ MILLION)

TABLE 56 GLOBAL TABLETOP GAMES MARKET BY THEME 2022−2028 ($ MILLION)

TABLE 57 GLOBAL TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2022−2028 ($ MILLION)

TABLE 58 TABLETOP GAMES MARKET IN NORTH AMERICA BY TYPE 2022−2028 ($ MILLION)

TABLE 59 TABLETOP GAMES MARKET IN NORTH AMERICA BY BOARD GAMES 2022–2028 ($ MILLION)

TABLE 60 TABLETOP GAMES MARKET IN NORTH AMERICA BY THEME 2022−2028 ($ MILLION)

TABLE 61 TABLETOP GAMES MARKET IN NORTH AMERICA BY USER GROUP 2022−2028 ($ MILLION)

TABLE 62 TABLETOP GAMES MARKET IN APAC BY TYPE 2022−2028 ($ MILLION)

TABLE 63 TABLETOP GAMES MARKET IN APAC BY BOARD GAMES 2022–2028 ($ MILLION)

TABLE 64 TABLETOP GAMES MARKET IN APAC BY THEME 2022−2028 ($ MILLION)

TABLE 65 TABLETOP GAMES MARKET IN APAC BY USER GROUP 2022−2028 ($ MILLION)

TABLE 66 TABLETOP GAMES MARKET IN EUROPE BY TYPE 2022−2028 ($ MILLION)

TABLE 67 TABLETOP GAMES MARKET IN EUROPE BY BOARD GAMES 2022–2028 ($ MILLION)

TABLE 68 TABLETOP GAMES MARKET IN EUROPE BY THEME 2022−2028 ($ MILLION)

TABLE 69 TABLETOP GAMES MARKET IN EUROPE BY USER GROUP 2022−2028 ($ MILLION)

TABLE 70 TABLETOP GAMES MARKET IN LATIN AMERICA BY TYPE 2022−2028 ($ MILLION)

TABLE 71 TABLETOP GAMES MARKET IN LATIN AMERICA BY BOARD GAMES 2022–2028 ($ MILLION)

TABLE 72 TABLETOP GAMES MARKET IN LATIN AMERICA BY THEME 2022−2028 ($ MILLION)

TABLE 73 TABLETOP GAMES MARKET IN LATIN AMERICA BY USER GROUP 2022−2028 ($ MILLION)

TABLE 74 TABLETOP GAMES MARKET IN THE MIDDLE EAST & AFRICA BY TYPE 2022−2028 ($ MILLION)

TABLE 75 TABLETOP GAMES MARKET IN THE MIDDLE EAST & AFRICA BY BOARD GAMES 2022–2028 ($ MILLION)

TABLE 76 TABLETOP GAMES MARKET IN THE MIDDLE EAST & AFRICA BY THEME 2022−2028 ($ MILLION)

TABLE 77 TABLETOP GAMES MARKET IN THE MIDDLE EAST & AFRICA BY USER GROUP 2022−2028 ($ MILLION)

1 RESEARCH METHODOLOGY

2 RESEARCH OBJECTIVES

3 RESEARCH PROCESS

 

4 SCOPE & COVERAGE

4.1 MARKET DEFINITION

4.1.1 INCLUSIONS

4.1.2 EXCLUSIONS

4.1.3 MARKET ESTIMATION CAVEATS

4.2 BASE YEAR

4.3 SCOPE OF THE STUDY

4.3.1 MARKET SEGMENTATION BY TYPE

4.3.2 MARKET SEGMENTATION BY THEME

4.3.3 MARKET SEGMENTATION BY DISTRIBUTION CHANNEL

4.3.4 MARKET SEGMENTATION BY USER GROUP

4.3.5 MARKET SEGMENTATION BY GEOGRAPHY

 

5 REPORT ASSUMPTIONS & CAVEATS

5.1 KEY CAVEATS

5.2 CURRENCY CONVERSION

5.3 MARKET DERIVATION

 

6 PREMIUM INSIGHTS

6.1 MARKET DEFINITION

6.2 REPORT OVERVIEW

6.3 GLOBAL MARKET RISK

6.3.1 IMPACT OF THE RUSSIA-UKRAINE WAR

6.4 OPPORTUNITIES & CHALLENGE ANALYSIS

6.5 SEGMENT ANALYSIS

6.6 COMPETITIVE LANDSCAPE

 

7 MARKET AT A GLANCE

8 INTRODUCTION

8.1 OVERVIEW

8.2 VALUE CHAIN

8.2.1 RAW MATERIAL SUPPLIERS

8.2.2 MANUFACTURERS

8.2.3 DESIGNERS/PUBLISHERS

8.2.4 RETAILERS

8.2.5 END-USERS

8.3 UPCOMING MEGA TRENDS INFLUENCING THE MARKET

8.4 COMPETITION FROM ALTERNATIVE OPTIONS

8.5 GLOBAL MARKET RISK

8.5.1 IMPACT OF THE RUSSIA-UKRAINE WAR

8.6 TABLETOP GAME LIFE CYCLE

8.7 DISTRIBUTION MODEL

8.8 PRICING MODEL

 

9 MARKET OPPORTUNITIES & TRENDS

9.1 ADOPTION OF A DIGITAL-FIRST APPROACH

9.2 INTRODUCTION OF NEW DESIGNS

9.3 NEW PRODUCT INNOVATIONS AND DEVELOPMENT

9.4 TABLETOP GAMING CONVENTIONS

9.5 SHIFTING FOCUS TOWARD LEISURE ACTIVITIES

 

10 MARKET GROWTH ENABLERS

10.1 RISING DEMAND FOR ANALOG EXPERIENCES

10.2 INCREASING NUMBER OF TABLETOP GAME CAFES

10.3 CROWDFUNDING PLATFORMS BOOSTING THE MARKET

10.4 INCORPORATION OF THE LEARNING QUOTIENT

 

11 MARKET RESTRAINTS

11.1 TRADE & TARIFFS CAUSING MARKET TURBULENCE

11.2 HIGH COMPETITION FROM ALTERNATIVE GAMING OPTIONS

11.3 DISRUPTIONS IN THE SUPPLY CHAIN

11.4 LACK OF PRODUCT AWARENESS

 

12 MARKET LANDSCAPE

12.1 MARKET SIZE & FORECAST

12.2 POST-COVID SCENARIO

12.3 VENDOR ANALYSIS

12.4 MARKET BY TYPE

12.5 MARKET BY BOARD GAMES: SUB-TYPE

12.6 MARKET BY USER GROUP

12.7 MARKET BY THEME

12.8 MARKET BY DISTRIBUTION CHANNEL

12.9 FIVE FORCES ANALYSIS

12.9.1 THREAT OF NEW ENTRANTS

12.9.2 BARGAINING POWER OF SUPPLIERS

12.9.3 BARGAINING POWER OF BUYERS

12.9.4 THREAT OF SUBSTITUTES

12.9.5 COMPETITIVE RIVALRY

 

13 TYPE

13.1 MARKET SNAPSHOT & GROWTH ENGINE

13.2 MARKET OVERVIEW

13.3 BOARD GAMES

13.3.1 MARKET SIZE & FORECAST

13.3.2 MARKET BY GEOGRAPHY

13.3.3 PUZZLE GAMES: MARKET SIZE & FORECAST

13.3.4 MARKET BY GEOGRAPHY

13.3.5 TABLETOP BOARD GAMES: MARKET SIZE & FORECAST

13.3.6 MARKET BY GEOGRAPHY

13.3.7 COLLECTIBLE CARD GAMES: MARKET SIZE & FORECAST

13.3.8 MARKET BY GEOGRAPHY

13.3.9 CARD & DICE GAMES: MARKET SIZE & FORECAST

13.3.10 MARKET BY GEOGRAPHY

13.3.11 MINIATURE GAMES: MARKET SIZE & FORECAST

13.3.12 MARKET BY GEOGRAPHY

13.3.13 RPG BOARD GAMES: MARKET SIZE & FORECAST

13.3.14 MARKET BY GEOGRAPHY

13.4 DEXTERITY GAMES

13.4.1 MARKET SIZE & FORECAST

13.4.2 MARKET BY GEOGRAPHY

13.5 TILE-BASED GAMES

13.5.1 MARKET SIZE & FORECAST

13.5.2 MARKET BY GEOGRAPHY

13.6 PAPER & PENCIL GAMES

13.6.1 MARKET SIZE & FORECAST

13.6.2 MARKET BY GEOGRAPHY

 

14 THEME

14.1 MARKET SNAPSHOT & GROWTH ENGINE

14.2 MARKET OVERVIEW

14.3 EDUCATIONAL

14.3.1 MARKET SIZE & FORECAST

14.3.2 MARKET BY GEOGRAPHY

14.4 STRATEGY & WAR

14.4.1 MARKET SIZE & FORECAST

14.4.2 MARKET BY GEOGRAPHY

14.5 FANTASY

14.5.1 MARKET SIZE & FORECAST

14.5.2 MARKET BY GEOGRAPHY

14.6 SPORTS

14.6.1 MARKET SIZE & FORECAST

14.6.2 MARKET BY GEOGRAPHY

14.7 HISTORICAL

14.7.1 MARKET SIZE & FORECAST

14.7.2 MARKET BY GEOGRAPHY

14.8 OTHERS

14.8.1 MARKET SIZE & FORECAST

14.8.2 MARKET BY GEOGRAPHY

 

15 DISTRIBUTION CHANNEL

15.1 MARKET SNAPSHOT & GROWTH ENGINE

15.2 MARKET OVERVIEW

15.3 POST-COVID-19 SCENARIO

15.4 MANUFACTURING, PRODUCTION & DISTRIBUTION

15.5 OFFLINE

15.5.1 MARKET SIZE & FORECAST

15.6 ONLINE

15.6.1 MARKET SIZE & FORECAST

 

16 USER GROUP

16.1 MARKET SNAPSHOT & GROWTH ENGINE

16.2 MARKET OVERVIEW

16.3 ADULTS

16.3.1 MARKET SIZE & FORECAST

16.3.2 MARKET BY GEOGRAPHY

16.4 KIDS

16.4.1 MARKET SIZE & FORECAST

16.4.2 MARKET BY GEOGRAPHY

16.5 FAMILY & PARTY

16.5.1 MARKET SIZE & FORECAST

16.5.2 MARKET BY GEOGRAPHY

 

17 GEOGRAPHY

17.1 MARKET SNAPSHOT & GROWTH ENGINE

17.2 GEOGRAPHIC OVERVIEW

 

18 NORTH AMERICA

18.1 MARKET OVERVIEW

18.2 MARKET SIZE & FORECAST

18.3 TYPE

18.3.1 MARKET SIZE & FORECAST

18.4 BOARD GAMES: SUB-TYPE

18.4.1 MARKET SIZE & FORECAST

18.5 THEME

18.5.1 MARKET SIZE & FORECAST

18.6 USER GROUP

18.6.1 MARKET SIZE & FORECAST

18.7 KEY COUNTRIES

18.7.1 US: MARKET SIZE & FORECAST

18.7.2 CANADA: MARKET SIZE & FORECAST

 

19 APAC

19.1 MARKET OVERVIEW

19.2 MARKET SIZE & FORECAST

19.3 TYPE

19.3.1 MARKET SIZE & FORECAST

19.4 BOARD GAMES: SUB-TYPE

19.4.1 MARKET SIZE & FORECAST

19.5 THEME

19.5.1 MARKET SIZE & FORECAST

19.6 USER GROUP

19.6.1 MARKET SIZE & FORECAST

19.7 KEY COUNTRIES

19.7.1 CHINA: MARKET SIZE & FORECAST

19.7.2 INDIA: MARKET SIZE & FORECAST

19.7.3 JAPAN: MARKET SIZE & FORECAST

19.7.4 INDONESIA: MARKET SIZE & FORECAST

19.7.5 SOUTH KOREA: MARKET SIZE & FORECAST

19.7.6 AUSTRALIA: MARKET SIZE & FORECAST

19.7.7 MALAYSIA: MARKET SIZE & FORECAST

19.7.8 SINGAPORE: MARKET SIZE & FORECAST

19.7.9 THAILAND: MARKET SIZE & FORECAST

19.7.10 NEW ZEALAND: MARKET SIZE & FORECAST

19.7.11 VIETNAM: MARKET SIZE & FORECAST

 

20 EUROPE

20.1 MARKET OVERVIEW

20.2 MARKET SIZE & FORECAST

20.3 TYPE

20.3.1 MARKET SIZE & FORECAST

20.4 BOARD GAMES: SUB-TYPE

20.4.1 MARKET SIZE & FORECAST

20.5 THEME

20.5.1 MARKET SIZE & FORECAST

20.6 USER GROUP

20.6.1 MARKET SIZE & FORECAST

20.7 KEY COUNTRIES

20.7.1 UK: MARKET SIZE & FORECAST

20.7.2 FRANCE: MARKET SIZE & FORECAST

20.7.3 GERMANY: MARKET SIZE & FORECAST

20.7.4 RUSSIA: MARKET SIZE & FORECAST

20.7.5 ITALY: MARKET SIZE & FORECAST

20.7.6 SWEDEN: MARKET SIZE & FORECAST

20.7.7 NORWAY: MARKET SIZE & FORECAST

20.7.8 SPAIN: MARKET SIZE & FORECAST

20.7.9 DENMARK: MARKET SIZE & FORECAST

20.7.10 SWITZERLAND: MARKET SIZE & FORECAST

20.7.11 ICELAND: MARKET SIZE & FORECAST

 

21 LATIN AMERICA

21.1 MARKET OVERVIEW

21.2 MARKET SIZE & FORECAST

21.3 TYPE

21.3.1 MARKET SIZE & FORECAST

21.4 BOARD GAMES: SUB-TYPE

21.4.1 MARKET SIZE & FORECAST

21.5 THEME

21.5.1 MARKET SIZE & FORECAST

21.6 USER GROUP

21.6.1 MARKET SIZE & FORECAST

21.7 KEY COUNTRIES

21.7.1 BRAZIL: MARKET SIZE & FORECAST

21.7.2 MEXICO: MARKET SIZE & FORECAST

21.7.3 ARGENTINA: MARKET SIZE & FORECAST

21.7.4 COLOMBIA: MARKET SIZE & FORECAST

21.7.5 REST OF LATIN AMERICA: MARKET SIZE & FORECAST

 

22 MIDDLE EAST & AFRICA

22.1 MARKET OVERVIEW

22.2 MARKET SIZE & FORECAST

22.3 TYPE

22.3.1 MARKET SIZE & FORECAST

22.4 BOARD GAMES: SUB-TYPE

22.4.1 MARKET SIZE & FORECAST

22.5 THEME

22.5.1 MARKET SIZE & FORECAST

22.6 USER GROUP

22.6.1 MARKET SIZE & FORECAST

22.7 KEY COUNTRIES

22.7.1 SAUDI ARABIA: MARKET SIZE & FORECAST

22.7.2 SOUTH AFRICA: MARKET SIZE & FORECAST

22.7.3 UAE: MARKET SIZE & FORECAST

22.7.4 EGYPT: MARKET SIZE & FORECAST

22.7.5 TURKEY: MARKET SIZE & FORECAST

 

23 COMPETITIVE LANDSCAPE

23.1 COMPETITION OVERVIEW

 

24 KEY COMPANY PROFILES

24.1 EMBRACER GROUP (ASMODEE)

24.1.1 BUSINESS OVERVIEW

24.1.2 PRODUCT OFFERINGS

24.1.3 KEY STRATEGIES

24.1.4 KEY STRENGTHS

24.1.5 KEY OPPORTUNITIES

24.2 HASBRO

24.2.1 BUSINESS OVERVIEW

24.2.2 PRODUCT OFFERINGS

24.2.3 KEY STRATEGIES

24.2.4 KEY STRENGTHS

24.2.5 KEY OPPORTUNITIES

24.3 MATTEL

24.3.1 BUSINESS OVERVIEW

24.3.2 PRODUCT OFFERINGS

24.3.3 KEY STRATEGIES

24.3.4 KEY STRENGTHS

24.3.5 KEY OPPORTUNITIES

24.4 RAVENSBURGER

24.4.1 BUSINESS OVERVIEW

24.4.2 PRODUCT OFFERINGS

24.4.3 KEY STRATEGIES

24.4.4 KEY STRENGTHS

24.4.5 KEY OPPORTUNITIES

 

25 OTHER PROMINENT VENDORS

25.1 ASMADI GAMES

25.1.1 OVERVIEW

25.2 BEZIER GAMES

25.2.1 OVERVIEW

25.3 BOARDGAMEDESIGN.COM

25.3.1 OVERVIEW

25.4 BUFFALO GAMES

25.4.1 OVERVIEW

25.5 CLEMENTONI

25.5.1 OVERVIEW

25.6 CMON

25.6.1 OVERVIEW

25.7 DISNEY

25.7.1 OVERVIEW

25.8 FUNKO

25.8.1 OVERVIEW

25.9 GAMES WORKSHOP

25.9.1 OVERVIEW

25.10 GIBSONS GAMES

25.10.1 OVERVIEW

25.11 GOLIATH GAMES

25.11.1 OVERVIEW

25.12 GREY FOX GAMES

25.12.1 OVERVIEW

25.13 IELLO GAMES

25.13.1 OVERVIEW

25.14 INDIE BOARDS AND CARDS

25.14.1 OVERVIEW

25.15 INI

25.15.1 OVERVIEW

25.16 EPOCH EVERLASTING PLAY

25.16.1 OVERVIEW

25.17 IMAGO GROUP

25.17.1 OVERVIEW

25.18 KAMINGS TRADE

25.18.1 OVERVIEW

25.19 LEARNING RESOURCES

25.19.1 OVERVIEW

25.20 LIFESTYLE BOARDGAMES

25.20.1 OVERVIEW

25.21 LOONY LABS

25.21.1 OVERVIEW

25.22 LUDO FACT

25.22.1 OVERVIEW

25.23 MELISSA & DOUG

25.23.1 OVERVIEW

25.24 MINDWARE

25.24.1 OVERVIEW

25.25 NORTH STAR GAMES

25.25.1 OVERVIEW

25.26 ORCHARD TOYS

25.26.1 OVERVIEW

25.27 PANDA GAME MANUFACTURING

25.27.1 OVERVIEW

25.28 PEGASUS SPIELE

25.28.1 OVERVIEW

25.29 PIATNIK

25.29.1 OVERVIEW

25.3 REAPER MINIATURES

25.30.1 OVERVIEW

25.31 RIO GRANDE GAMES

25.31.1 OVERVIEW

25.32 SCHMIDT SPIELE

25.32.1 OVERVIEW

25.33 SPIN MASTER

25.33.1 OVERVIEW

25.34 SPONTANEOUS GAMES

25.34.1 OVERVIEW

25.35 SUNSOUT

25.35.1 OVERVIEW

25.36 SURPRISED STARE GAMES

25.36.1 OVERVIEW

25.37 TALICOR

25.37.1 OVERVIEW

25.38 TREND ENTERPRISES

25.38.1 OVERVIEW

25.39 ULTRA PRO INTERNATIONAL

25.39.1 OVERVIEW

25.4 UNIVERSITY GAMES

25.40.1 OVERVIEW

25.41 USAOPOLY

25.41.1 OVERVIEW

25.42 WINNING MOVES GAMES

25.42.1 OVERVIEW

25.43 WIZKIDS

25.43.1 OVERVIEW

25.44 ZOBMONDO

25.44.1 OVERVIEW

 

26 REPORT SUMMARY

26.1 KEY TAKEAWAYS

26.2 STRATEGIC RECOMMENDATIONS

 

27 QUANTITATIVE SUMMARY

27.1 MARKET BY GEOGRAPHY

27.2 MARKET BY TYPE

27.3 MARKET BY USER GROUP

27.4 MARKET BY THEME

27.5 MARKET BY DISTRIBUTION CHANNEL

 

28 NORTH AMERICA

28.1 TYPE

28.1.1 MARKET SIZE & FORECAST

28.2 BOARD GAMES: SUB-TYPE

28.2.1 MARKET SIZE & FORECAST

28.3 THEME

28.3.1 MARKET SIZE & FORECAST

28.4 USER GROUP

28.4.1 MARKET SIZE & FORECAST

 

29 APAC

29.1 TYPE

29.1.1 MARKET SIZE & FORECAST

29.2 BOARD GAMES: SUB-TYPE

29.2.1 MARKET SIZE & FORECAST

29.3 THEME

29.3.1 MARKET SIZE & FORECAST

29.4 USER GROUP

29.4.1 MARKET SIZE & FORECAST

 

30 EUROPE

30.1 TYPE

30.1.1 MARKET SIZE & FORECAST

30.2 BOARD GAMES: SUB-TYPE

30.2.1 MARKET SIZE & FORECAST

30.3 THEME

30.3.1 MARKET SIZE & FORECAST

30.4 USER GROUP

30.4.1 MARKET SIZE & FORECAST

 

31 LATIN AMERICA

31.1 TYPE

31.1.1 MARKET SIZE & FORECAST

31.2 BOARD GAMES: SUB-TYPE

31.2.1 MARKET SIZE & FORECAST

31.3 THEME

31.3.1 MARKET SIZE & FORECAST

31.4 USER GROUP

31.4.1 MARKET SIZE & FORECAST

32 MIDDLE EAST & AFRICA

32.1 TYPE

32.1.1 MARKET SIZE & FORECAST

32.2 BOARD GAMES: SUB-TYPE

32.2.1 MARKET SIZE & FORECAST

32.3 THEME

32.3.1 MARKET SIZE & FORECAST

32.4 USER GROUP

32.4.1 MARKET SIZE & FORECAST

 

33 APPENDIX

33.1 ABBREVIATIONS

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Frequently Asked Questions

How big is the global tabletop games market?

The global tabletop games market was valued at USD 24.91 billion in 2022 and is expected to reach USD 48.69 billion by 2028.

What is the growth rate of the tabletop games market?

The tabletop games market share is expected to grow at a CAGR of 11.82% from 2022 to 2028.

What are the key driving factors in the tabletop games market?

The adoption of a digital-first approach, the introduction of new designs, new product innovation and development, capitalizing on tabletop gaming conventions, and shifting focus towards leisure activities are significant factors driving the tabletop games market.

Who are the key players in the global tabletop games market?

Asmodee Group, Hasbro, Mattel, and Ravensburger are the key players in the global tabletop games market.

Which region dominates the global tabletop games market?

North America held the largest global tabletop Games market share in 2022, accounting for 28.81%. Families with kids, millennials, and zoomers are the key drivers of the market in the region. Americans are sparing time for their families, and spending quality time with families drives the demand for tabletop games in this region.